8.3.2 thoughts?
Comments
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Well, here are my opinions:
Skull Merchant:
- Whatever. She'll remain a problem until she is reworked.
Machine Learning:
- Unneeded Nerf, but the Perk is still good. What makes the Perk way better is that it only requires one kick to activate. 45 seconds is still a decent amount.
Predator:
- Unneeded Nerf, but the Perk is still good. It probably got nerfed because of Nurse.. as always.
Zanshin Tactics:
- Unneeded Nerf, but the Perk is still good. Nothing else to say.
Distortion:
- Good buff, it still requires interaction with the Killer but is not as restrictive anymore.
Inner Focus:
- Not a nerf, but a decent change to make the Perk more consistent. And we all know why this got changed.
We're gonna live forever:
- Was busted as hell, deserved the Nerf. Still better than what it used to be because the Endurance will now always trigger. Probably also nerfed because of that one video.
Yeah, that's it.
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Sure, thats why the perk is not okay, its just average at best
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For real, Machine Learning was fun to use as something new and interesting, but now with the 45s it feels so cramed and restricted again, that I feel it will fall off the face of the earth again. With 1min it gave the killer a tangible step up for losing a gen with some leeway to roam around and one or two mistakes along the way, while having fun with their boosted n stealthy speed. Now it feels like its over before you really got your bearing.
This is the thing that many survivors fail to grasp: so many killer perks in the past (and still in the presend, but its getting better) were held back by overtly strict conditions and restrictions. Dragons Grip, Make your Choice, Machine Learning, Thanatophobia, Trail of Torment, Darkness Revealed, Coup de Grace, Oppression, Hubris and others all have interesting ideas, but fall flat because their window of opportunity (He … see what I did there?) is so small and short, that the killer often can't capatilize on their effect.
BHVR has slowly caught up to this and decreased cooldowns for many of this perks, but for a perk that gets a maximum of 2 activations per round its pretty sad to be nerfed so shortly after it got buffed.
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I never understood the MMR part: why do you care about your MMR when you can't see it and the higher the number the sweatier the games?
The only real concern is the lowest reaches of MMR, the so called MMR hell, because there it really feels like "each survivor for their own", with no one helping you unhook, even if the killer is on the other side of the map, but besides that low low outlier, isn't a high MMR more of a detriment?
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Interesting take that picking someone up in 8s and giving them 10s of endurance is average at best instead of picking them up in 6.4s and giving them 10s of endurance is perfectly balanced
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150% with 30 seconds cooldown > 100% with no cooldown > 100% with cooldown
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Wake me up when a real patch comes out.
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Problematic > Some how the most Broken > Huge buff over previous version but still probably balanced enough to play around with for a while
I mean most of the time you pick up a slug they will at least by like halfway or 95% so you spend 4s vs 3.2s to pick them up or 0.4 vs 0.32s picking them up but uh sure lets break the game because the massive buff got toned down a skoch
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I logged in to play Skull Merchant for a few rounds to test the patch. I appreciate the effort of trying to make the character more interesting and playable, but I did not see value from using the radar at all. I tend to forget the Skull Merchant has a power because I set my drones at obvious locations and they usually stay in the same spot the entire game. If survivors are actually interacting with my drones, I am not aware of it and maybe I should. If I could interview someone who works closely with killer design, I would ask what rotating the drones is intended to do. I would also ask what seeing the scans lines is intended to do. It is not clear to me how I could gain value from these two parts of her power, causing me to ignore them and just play the character mindlessly.
If a survivor is outside of chase, they are cautious as they explore the map. They aren't just going to run through a trap that they can clearly see and interact with. For this reason, the Skull Merchant's main playstyle should be to chase survivors into her traps. With this line of thinking, there is no value to rotating the drones or seeing the scan lines because the survivor is only going to interact with the drones in chase when they are forced to. Instead of rotating a drone or seeing the scan line, I instead zone the survivor into an area with a drone where they are scanned regardless of what they do.
With these changes, it feels like we are designing solutions for problems that do not exist or materialize in any games I play. I hope the others found more benefit to the changes than I did. I still think the character is fun to play if you want to play without a power.
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To add to the last part of your statment, you mean hold their hands for another 5 or so years then make the usual am only facing swf complaints. Yes yes indeed.
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And you know whats funny the people who run sprint burst fixed bond and urban are far worst than distortion people imo, amount of times I hit hook 2 from 1 or be sandbag on the only gen am working on yet a distortion user never done so to me.
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Cool. Still just below average
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Its one of the best perks in the game at the moment but sure
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Only cause of the slugging epidemic going on. Once slugging stops its a useless perk.
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Strong situational perks with the power to provide immense value in the right situation Vs weaker generic perks that provide consistent value in most situations
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Against slugging
*KIller doesnt tunnel* Oh wow, my DS. Blood Rush and Off the Record are useless 😱2 -
If the killer isn't using one of the strongest strats available to them it should be an easy win
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If you can name 3 times you went against a killer who intentionally used the blindness status effect in their build in the past year, I'll eat my hat with BBQ sauce
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Aren't you aware of the top meta killer build?
Mindbreaker, Septic Touch, Ultimate Weapon, Third Seal
All the comp killers are running it nowadays, just look on Youtube…
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We still have to get chased to use it. So we still have to interact with the killer to even get value from it.
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in event mode alone this week I've had 7 mindbreaker players. 2 demo (one doing adept), a death slinger, a perma T3 Myers, a Freddy, and 2 bubbas
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People use Mindbreaker for Exhaustion, the Blindness is an insignificant bonus since it wears off 5 seconds after leaving the generator.
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